Core/Spells: Implement using different difficulty data from all spell related db2s, not just SpellEffect and SpellPower

Port From (https://github.com/TrinityCore/TrinityCore/commit/c7306439e7004288fb85890d6a5f730cf1761d71)
This commit is contained in:
hondacrx
2020-06-18 12:39:39 -04:00
parent f0942a257e
commit d7954f4fc7
89 changed files with 1738 additions and 1893 deletions
+1 -1
View File
@@ -275,7 +275,7 @@ namespace Game.Combat
threat *= threatEntry.pctMod;
// Energize is not affected by Mods
foreach (SpellEffectInfo effect in threatSpell.GetEffectsForDifficulty(hatedUnit.GetMap().GetDifficultyID()))
foreach (SpellEffectInfo effect in threatSpell.GetEffects())
if (effect != null && (effect.Effect == SpellEffectName.Energize || effect.ApplyAuraName == AuraType.PeriodicEnergize))
return threat;